Name |
Point cost |
Description |
+1 to stat/skill |
free |
SPECIAL: Up to three separate stats/skills can have a +1 applied. You cannot apply this to a skill or stat you're also going to give a -1 to, and you must take a -1 for every +1 you take. |
Extra pair of usable limbs |
+50 |
An extra pair of fully-functional limbs. The creature gets its dual-wielding penalties halved: dual wielding only gives dual-wield penalties if doing three or more actions with their arms at once. |
Perfect flight |
+50 |
Possesses both arms and wings, and can fly as well as a bird. They can fly and fire weapons at the same time. Can't fly in places with ceilings lower than two stories. Doesn't pair with Imperfect Flight or Guiding Wings. |
Lone wolf |
+35 |
The species is more comfortable when not in a group. When no other team members are nearby, they receive a +1 bonus to their rolls. |
Powerful linguist |
+35 |
The species is extremely social and learns languages with such rapidity that they often have a good "feel" of what someone is saying, even if they can't understand. They can learn languages quickly as long as they have a month-long rest where a bilingual individual is willing to sit down with them and teach them. |
PSI resistance |
+35 |
Cannot be mind-controlled or mind-affected in any way, except by particularly powerful creatures such as bosses. |
Intuitive reflexes |
+35 |
The creature has powerful intuition and reflexes, granting them advantage on all dodge rolls - provided their legs are not injured. |
Brightly bioluminescent |
+35 |
At will, the creature can bioluminesce brightly enough for allies to be able to see up to 10 meters in complete darkness, with an additional 10 meters of dim light. |
Courageous |
+35 |
Whether it's part of their biology or their culture, members of the species have advantage on willpower saves. |
Tough |
+35 |
The species is good at tolerating pain, and has advantage on endurance rolls. |
Can climb vertical surfaces |
+30 |
Suckered feet, hands, or other bodyparts permit them to scale vertical surfaces with ease. |
Imperfect flight |
+30 |
Both of the creature's arms are used as wings. They can fly, but can't do anything else while they fly. Can't fly in places with ceilings lower than two stories. Doesn't pair with Perfect Flight or Guiding Wings. |
Acid spit |
+30 |
The creature can spit acid at enemies at a range of up to five meters. The enemy can use maneuverability to defend. If successful, the enemy's skin starts to melt and they must do an endurance roll with a penalty equivalent to a burn. |
Extra pair of carry-only limbs |
+25 |
The species has an extra pair of clumsy, weak limbs good for little except carrying things. |
Hand feet |
+25 |
The creature can use its feet as hands, and can hang by its tail for a short period of time. In some instances this has been used to let them quad-wield pistols - although not without significant accuracy penalties. |
Fast learner |
+25 |
A great brain means they have advantage on general knowledge rolls. |
No legs |
+25 |
Essentially, cannot be crippled. Their body is flexible enough for one reason or another that they don't need legs to be on par with humans in terms of agility. |
Team player |
+25 |
The species is more comfortable in a group. When in a group of four or more individuals, they receive a +1 bonus to all their rolls. |
Meditative healing |
+25 |
The creature's superior command of their bodily functions permits them to meditate for half a turn to heal minor wounds. They are allowed to do up to five actions total (attacks included), and may not use half or more of their attacks. The more actions they take, the more layers their meditation lasts. |
Extravision |
+25 |
The creature can see well in the darkness. Requires eyes to be unharmed and functional. |
Rapid-clotting blood |
+25 |
Blood clots quickly enough to form a seal within a turn of taking bleeding damage. |
Boneless |
+25 |
The creature cannot suffer from broken bones. They have increased resistance (equivalent to a layer of armor) to fall damage and blunt damage, but are equally weaker to cutting damage. They can slip through any opening large enough for a cat. |
Battle fury |
+25 |
The species can enter a state of adrenaline-fueled rage when they're wounded, giving them a 1d6+1 (50%) chance of shrugging off each non-critical wound as superficial. |
Menacing roar |
+25 |
The creature can do a roar that gives willpower rolls to all enemies in the vicinity, of the larger of (2d6+PSI). If the outcome is less than 3, the enemy immediately panics. |
Can regenerate limbs |
+25 |
Limbs will slowly regenerate, meaning they don't need to be bought. This takes a full month of off-mission time. |
Gliding wings |
+20 |
The creature has wings that it can glide on, preventing fall damage if they fall two stories or more. Doesn't pair with Perfect- or Imperfect Flight. |
Claws |
+20 |
The creature has sharp claws which can be used similarly to kicking/punching. The claws break skin for bleeding damage and can mutilate and disable limbs on epic rolls. Creature cannot be holding two-handed weapons or dual wielding. |
Crushing strength |
+20 |
Can crush things in one pair of hands with incredible force. Gives +2 to rolls of that variety and permits feats such as crushing bones or heads. |
Goring horns |
+20 |
Horns can be used similarly to kick/punch and can break skin for piercing damage. Gets a -1 penalty if not taking at the end of a movement action, and a +1 bonus if it is. |
Sharp teeth |
+20 |
Teeth are exceptionally sharp, and can be used similarly to kick/punch, breaking skin for bleeding damage. An epic roll can rip out chunks of flesh, forcing disadvantage on the foe's endurance roll. |
Powerful Kick/Punch |
+20 |
Punch/Kick gets a +2 bonus to strength rolls if used against inanimate objects, or a +1 bonus to attacks used against an enemy. |
Great lifter |
+20 |
Extra +2 bonus to rolls where the creature is lifting objects |
Thermal vision |
+20 |
The creature can see in infrared. Does not work through transparent obstructions. Must have functioning eyes. |
Resistance to <element> |
+20 |
(fire/electricity/acid) - Amounts of the specified elemental damage that would harm (but not kill) a human is taken in stride. Amounts that would be fatal to a human will only harm them. |
Large |
+20 |
Does not take knockback and cannot be knocked over by other creatures. Gives a +2 bonus to strength that applies to determining whether a weapon can be wielded, permitting them to wield weapons most species would have trouble lifting. |
Sneaky |
+20 |
The creature is incredibly sneaky by default. They have advantage on all sneak rolls. |
Silent communication |
+20 |
Can silently communicate with other members of their species, similar to telepathy - but not actually telepathy, because that's impossible. Members of other species may be able to learn to read these signals through the use of a General Knowledge roll. |
Extra language |
+20 |
The species is particularly attuned to being bilingual. Each adult individual has the option of knowing a second language, learned prior to the start of play. |
Nimble |
+20 |
The creature has advantage on all maneuverability-only rolls. |
Excellent sprinter |
+20 |
Their body is agile and built for sprinting, and as a result, they cannot fail sprint rolls, letting them cover twice the distance of a normal species in the same amount of time. |
Natural armor |
+20 |
Their skin may be thick, or it may have natural armor plating. Whatever the case, their skin is the equivalent of light armor. |
Shell defense |
+20 |
The creature sports a large shell they can hide under, behind, or retract into. All attacks that would hit their shell (if weaker than a ship weapon) roll 1d6+2 to completely deflect the damage. Getting in and out of the shell takes one layer, during which they are completely vulnerable if out of full cover. Ship attacks ignore the shell entirely. |
Low metabolism |
+15 |
They barely ever need to eat because of their incredibly low metabolism. A mostly roleplaying-oriented ability. |
Doesn't need water |
+15 |
They barely ever need to drink because they store water like a camel. A mostly roleplaying-oriented ability. |
Venomous attack |
+15 |
Applied to teeth or claws (if available). Causes an endurance roll on the enemy for pain. A critically failed endurance roll will cause the enemy to fall unconscious. |
Tall |
+15 |
The creature stands closer to three meters than two. It can reach things most people wouldn't be able to, jump higher, catch higher, etc. also has an extra 1d6 chance to dodge melee attacks from an enemy they recently attacked. |
Surprise attack |
+15 |
Powerful muscles and fast reflexes mean that when the creature is in a non-hostile situation, they can make a non-weapon attack so quickly that it can't be dodged. |
Excellent hearing |
+15 |
The creature's hearing is so good that it can hear things most species can't. |
Excellent nose |
+15 |
The creature's sense of smell is so good that it can smell things most species can't. |
360 vision |
+15 |
The creature has extra eyes on the back of their head, making it difficult to sneak around them because they see everything. Rolls against stealth have a 1d6+2 chance of being treated as though the character is facing in the enemy's direction. While they can wear normal helmets (unless otherwise specified), these helmets will disrupt this ability. |
Far-seeing |
+15 |
Their powerful telescoping eyes permit them to see details of things that are miles away - just like they were standing directly next to them. |
Spatial intuition |
+15 |
The creature has advanced spacial intuition, granting them a +1 on all in-ship rolls for maneuverability-only and melee. |
Microscopic vision |
+15 |
Microscopic vision: Strong telescoping lenses in their frontal eyes permit them to quite easily perceive details a human couldn't possibly - but not on an atomic or molecular scale, of course. |
Non-picky eater |
+15 |
A powerful digestive system permits them to eat anything that is organic - and many things that aren't. |
Low oxygen requirements |
+15 |
Low quantities of oxygen that might impair or harm humans is taken in stride. |
Gravity resistance |
+15 |
Higher gravity that might impair or harm humans is taken in stride. |
Savage attacks |
+15 |
Non-epic successful melee attacks have a 1d6 chance (of 5/6) of turning the attack to epic level |
Water breathing |
+15 |
The creature can breathe underwater indefinitely by either gills or other special organs, without needing special apparatus |
Reflective skin |
+15 |
Their skin is shiny, and lasers have a 1d6 chance of reflecting without causing damage. Doesn't work if the creature is wearing a suit. |
Hyperdextrous fingers |
+15 |
The creature's fingers can bend in unusual directions and they have excellent hand-eye coordination. Any non-combat rolls involving usage of their fingers gains a +1 bonus. |
Good as cover |
+10 |
Allies (and enemies) can hide behind the creature and take benefit of cover rolls. The creature in question, however, may take damage instead and does its own roll to determine if it dodges as well. |
Suckered hands |
+10 |
The creature's hands and fingers are covered in tiny spikes, hooks, and suckers. Together, they make it so the creature cannot drop anything by accident - or have it pulled from them by force. |
<Temperature> resistance |
+10 |
(Heat/Cold) temperatures that might impair or harm humans is taken in stride. |
Inexplicably cute |
+10 |
The creature's species is so adorable that soft-hearted individuals immediately take a liking to them, granting a +1 bonus to charisma rolls with these people. |
Long lifespan |
+10 |
The species can naturally live up to a third of a millennium. Purely for roleplay, for obvious reasons. |
Natural beauty |
+10 |
Other species find this species attractive. The creature gains a +1 to charisma rolls if trying to be persuasive to an ally. Only applies to direct line of sight. |